We know from previous updates that WL2 will keep WL's UNC -> Dead system. Beyond that, can you share more information on the healing system? Will there be instant "healing potions"? If so, will a character need a skill to use? Will there be other healing items and are items required? Can a field medic or doctor heal without items on skill alone? Lastly, can we heal wounds above UNC state or revive unconscious members or will time be the way to revive and heal those that are UNC or higher?

Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

This makes me very happy (I think >.>). I'm crossing my fingers you guys will be able to keep out the instant healing items and if worse comes to worse have penalties to using instant heal items (temporary stat decrease or the heal wears off after a certain number of rounds).

I won't complain too much if it does come to that, at least not until you tell me there will be 7 different types of healing items and they all require different number of AP to use.

Last edited by Lucius on December 20th, 2012, 8:48 pm, edited 1 time in total.

DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

This makes me very happy (I think >.>). I'm crossing my fingers you guys will be able to keep out the instant healing items [...]

I'm of the same view that I am hoping that they are able to keep out the instant heal items (And personally, I hope that most healing has to be done "naturally" instead of relying on Medic/Doc to "magic-heal").

The response, though, doesn't make me quite as happy because it means the option is still at least somewhat "on the table". But I recognize that I'm a pessimist, though, so...

DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

If healing is generally predicated on the passage of time, the main plot had better NOT be time-sensitive. Because if after every serious fight the party has to hunker down until everyone has healed back to a reasonable operating level, those Sick Days WILL add up to an impressive total.

DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

If healing is generally predicated on the passage of time, the main plot had better NOT be time-sensitive. Because if after every serious fight the party has to hunker down until everyone has healed back to a reasonable operating level, those Sick Days WILL add up to an impressive total.

Possibly one of the reasons that they are still undecided

I agree with Lucius and Temper, I can deal with the instaheal types, especially if they are qualified like Lucius suggested, and it is good to know it is something that is being thought about seriously.

And I like the idea of the Field Medic/Surgeon having different levels of healing, that includes consumables etc. Will things still be possible without the consumables? A last ditch effort type situation. So would probably end up killing the patient, but if they are about to die anyway....

I'm not a fan of insta-heal items, but how about something like an adrenaline syringe, that lets you self-resuscitate a downed party member, but with a stat penalty and maybe a bleed out timer that sends the member in question back into unconscious after X turns, unless you have proper field medicine applied?